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http://www.matrixgames.com/forums/tm.asp?m=3185062
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4 V. T; l6 v v& y. o! J已经共享到岛群QQ和本论坛置顶资源帖6 F+ {! H9 V8 D5 X9 Z' W
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大量更新,详见列表:5 Z! c4 m' W, a2 n( e3 y, p( X
- s3 A1 |( |, a. Y" N; ?7 O
& x/ m: X0 e6 G" oChange History:
- I# s/ ^/ \' m- m5 BV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)( ?( y4 X5 s" f1 t! a) N
1. Seventh Update – This release is a comprehensive release updating all previous
+ R8 B$ w6 O Lversions to v1.01.17 beta
. x$ f* ~5 Q& z) @2 {/ r2. Code Changes* f& |$ k9 o) s+ C9 }, L! v( }
Fixed8 K1 G9 d- x4 }- r' {8 h8 Y
1. Display of AF/Port icon between player saves based on player's intel# w: i* G8 {: g: _: i3 m
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when4 U7 ]; J' Q* o- C6 i% R
weapon list updated& k6 g o* R, \4 v
3. Reported cargo/troop safety values incorrect when no cargo/troop space
; l4 n& }/ U0 ?; T8 e4. Allow smaller 'reserve' space for small groups on ships
6 B, \8 R( i- y5. Preserve some more data when swapping fragment and parent to prevent lost of parent
; X! _4 G1 R0 N+ {+ b- q. W) y" ?6. Correct attacking plane count before final post-air combat3 m3 j- Q( z: k9 T; D' I
7. Pilot promotion may have occured in error sometimes8 }$ l9 i, u/ |. l) v8 Q
8. Raid detect message sometimes dropped of the combat report
" y" q7 e5 ]5 `/ f- n* v( g5 N9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply, @0 N% s1 c7 u4 x: q3 H2 c% I) X
generally) {( F2 |4 H f8 E
10. Some pilot-leader connections were being corrupted4 X1 D7 v0 w0 ^: ~' X7 m- P
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
# C: o" S2 T+ P7 E' aother move issues due to the incorrect indicator
2 @- P6 A7 n8 ^$ z4 |: ~12. Wrong ship sometimes reported in Ops report for TF movement which causes some. z# r7 I0 j9 }; m( ~: |
damage- ^6 U# F' b+ `% Z9 F
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool( \0 E5 X) W8 g; c3 P g3 A6 J
14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the; R3 A; }+ n& t5 }$ K
date sort B4 Z& i3 e, J. O4 q4 q7 i
15. ASW groups not allowed to attack sometimes6 f% b- R5 h" Z
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing; j' Y' r( ^' G, `4 B
HQ/LCU to jump to reinforcement queue1 O" p" c' J9 Z
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
" k$ H: W4 J0 a7 Z18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed0 T5 X; g+ S# I Y6 ]
at start of AE but crept back in sometime during updates$ J/ ]5 m. C* k) ~6 F, U
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
! g- O. {. T# l Rfragment. L2 B" ], H; T ^
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
4 Y% o2 |9 h) Z/ n& y( a+ q `4 O21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not
) D2 q$ j! W$ w; b' dshort scenario). This was fixed in a previous patch but only for one of the VCs, not the full' x! @. {4 a5 w, L1 A" J+ }
set
6 C" R- _9 h6 S* x3 G22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base
# m4 i4 T7 K+ h1 h( @3 u5 A23. Enabled 'z' to speed up all animations; was commented out in a few animation replays. R8 Y+ {9 ^0 O4 d. V4 s
24. Bug caused F/FB to sometimes bomb at low altitude' _' t! b: I% y1 C/ r. Q
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not( H' i. B* E6 k- j; x, E: w
occurring properly.
# `- h' b$ v8 K, t+ }* K5 h26. Bug in Industry 'failed' indication not showing properly sometimes
% g' V$ k& Y8 w" o27. Location check at scenario load to include small map sceanrios
' C4 K$ r$ h; M+ a2 F3 P8 C28. Bug in air supply to fragments in a non-friendly base hex
: _: V; X) [ H9 n; h29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was6 c/ N: p6 _: z5 z& z0 p- Z* ~% [
being set to homebase before execution of the mission – ie was returning to base
' Z6 n9 ]: O" D6 Limmediately/ Y K, b* r: p3 W+ ^) i7 i8 U1 }. t
30. Error in Strategic map display
! ^/ s; x4 E/ W& ^% E+ ]31. Additional and stockpile options were not turned off when base was captured Z! Q0 l/ f, @9 e2 i
32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on. R" ^ m- G2 {" A, I1 R) a1 {5 a' d
mouse over% z; r- Q; ^1 K0 x8 b5 W
33. Army experience being gained when not 100% prepared as per manual; changed to allow
5 [7 B9 r$ k( L$ q# `( Mchance to gain experience if >75% prepare and < 50% national exp level, q2 W) P4 F1 N1 }6 e( }
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
% Q! p4 I4 c* [4 u$ Yalleviate the incorrect experience gaining happening while in reinforcement queue4 x, @4 Z6 e9 l% V* S) J5 u
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
/ r9 q \' @9 B: Ecaused unit to jump “off-rail” and move overland1 _; L$ m# r8 _4 N5 z
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ4 `2 `" T6 Z* Y
37. Excessive accident messages on unload from TF reported6 U2 R; p+ y0 _4 J& A
38. Reworked editor sub-unit merging as some devices could drop off the unit list when9 Z/ [7 h" z5 b: n
merged causing smaller size unit than expected8 ?2 e! p4 h. T* R
39. Corrected possible TOE error in scenario data load for inactive units" ]3 y) z( l. Q
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can; g" F6 k, v# T- B
however be allowed to do this.
, ]4 c) c5 z0 e6 T41. Possible CTD if sinking ship's load was a group+ w! s3 ^/ s2 A
42. Limit the number of devices built from resources per unit during LCU replacements; this/ g( i7 X, ~* o8 E0 C4 r0 N4 C9 ~
was causing an over production for that turn
) P% w; A( f& j9 @. ?& c' G6 q! |43. Retain day/night setting when creating group fragments v7 c7 s1 `4 a# a7 p1 v+ j
44. Adjusted supply and fuel values in base list not to overrun the space/ ^* ^# }$ F! r$ ?
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but& @0 ?9 i$ g, }$ T
added YMS to Sweep TF in line with manual and code3 [) D! [8 _' ?" x& |
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) C+ A( w: Z- P x+ ]# @# jrule relates to the abundance of manpower and is not covered by replacement pool. Normal# R+ R: g( `0 l% v& D- y8 G" @
rebuilding of destroyed units is not affected by this.) R4 ?' F' V, v( j( }1 s" z, l
47. Carrier capable and trained text not showing together on Group screen* d2 y( e G3 t/ X4 d! v
48. Handle any blank re-name changes by ignoring them
, S. c4 x% P3 Y/ i. l9 S4 K49. Possible CTD when air fragments combine7 | f9 o2 V6 R: Q% t2 {
50. Unloading TF can freeze a LCU onto a ship under some conditions
; R5 k+ U0 C8 Y51. AI not behaving if main HQs missing (affects small map mainly)
+ ]2 @. f% a2 v: B52. AI using AGC for normal land units – removed from TF if not needed% X. T( t4 I. F) ?: h8 S
53. Soviet activation message not in Ops report) [5 w8 r! B) i* t7 q4 l+ X2 @% x
54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range1 j+ c* Z0 X$ p# T8 \
55. Clear Soviet air balance if not activated. Possible incorrect base switching
0 K% H2 F' V) `/ y/ N# I6 F+ C56. Sub attack against docked TF not happening for port size <38 B. w. d" F$ i: j/ g M
57. Unit type changing unexpectantly: H5 F6 O5 n' U& W6 p I9 r* g" L
58. Torpedo replacement on plane sometimes is missed, T5 [6 f: t; Q' {+ a' ^7 c/ Z
59. Double handling of overstacked supply requirements
" q: V2 W" _! N! D60. Fixed alternate weapons for port attacks
7 G- A' u* D$ t2 c61. Corrected weapon system damage to show after combat on ships in port rather than wait till8 y5 k/ m8 t4 B6 T# W# @
sometimer in the ship repair cycle.9 ^3 x" b$ a" |
62. Ship tonnage over 32K could cause repairs to fail
! T0 L5 {6 v0 h& S3 t' r6 G3 YNew
4 Y* {, @1 Z0 G1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the
. {: r! \8 y- C( C# Q5 tport
# h: J$ L# R. I& t; c2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.8 x6 M# u! J/ {5 x: A8 T
Tenders not counted3 b- g2 }) Y# C% x* m
3. When showing mine device on ship, show '!' next to mine ammo if can reload at base
5 ^5 |6 ]! A" F4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method
) k3 I3 m2 a$ ]to remove damaged ships from TF" D: y# _. W3 Q
5. New filter for “non-building” devices in Industry pool screen
7 k5 f" s# M- m1 A' l6. New filter for “non-building” aircraft in Air Replacement pool screen' G9 Z9 Z8 n! k3 x4 A: K6 j
7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
j3 Y1 ^1 R6 [! E( s! S: rmines (^) detected
6 g1 q8 m7 Z- E8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
( q% U0 K6 p& l% Q$ I( [‘button6..’ image files, then these will be shown. If not, by default there are shown as3 N2 Q) X3 `4 S2 w& ~2 Y) s8 A
standard parachute unit icons
- ~+ F4 Q9 ]* k6 Z0 d: d7 z9. Air/port damage and building is shown in base mouse over
4 L3 D* Q. O+ H u1 t7 }+ p10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
& A0 e0 E; L- w$ [11. TF can be routed to stay within coastal hexes as much as possible* Q' M* [3 \* C
12. On Top Pilot screen show the 'ace' cut-off value if more than 1
; I' `$ l9 L% W' H0 |$ a0 o13. Added option on group and LCU reinforcement screen to turn off replacements
, e E" R i" E- O+ H14. Current base can get supply returned to it when reserve planes returned which were6 x, W4 x1 N; v$ t# W& Q" m; R
originally supplied from another base
! N1 `! D. M; U; a2 C8 d# P15. Unit type filter on Troop Loading screen0 X. E+ \% k1 o7 N/ \
16. Report killed ground units if not in combat report
: f! d1 u6 G( P3 \$ u% e# vChanged
7 t S1 R7 M7 e6 M' a( q1. AF of 8+ have AV support doubled for purposes of determing support for air operations6 |; t" T0 r; P5 Z8 Z9 v
(complements fix 18 above). ~, @6 W: I$ V4 a
2. Permanently increased pilot array to 70K
* Q" h( N& U; S3. Increased number of air combat rounds are a factor of total aircraft involved
" t# } U' [* T/ b5 Q4. Allowed submap to submap movement if land connected for land units. Should have been; D4 {# [7 j4 r, v3 `
so as per Andrew Brown+ R2 `, J6 E. Z9 i0 Z: d
5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message: v6 g- v& n. m, g! ^3 S
delay toggle instead
0 n0 s8 Y7 J! g! @) H1 ^1 @5 ^6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
; {) h! Y. k2 Tmaintenace a bit more
V% p& g4 \) V w8 {7. Support device replacements won't decrease the overall experience of LCU units. This does
2 `" L- z; s; s; W Anot alter the overall EXP change due when any replacements are received.
# H6 T1 n1 {- v/ m8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction. T. G* S5 V/ Z: j
between the two but could break current games.' u8 M8 m/ U7 O/ M* \' G
9. Some LCU Prep points may be retained if unit is experienced. A/ v3 ~: I. H; U7 j3 l
Notes6 i8 ]1 n$ J" E
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario% G z% x3 G& N z Q5 b
should not change player or HQ, even if not in play. These original HQs are used by the AI
6 ~) Q1 Q- ~7 k8 \# v0 ^3 [routines so changing or deleting them can put the AI off. Changing other elements should; H: |0 K/ L5 Q6 k( h
be okay.
" u7 A7 o# m) T E% P2. Clarification to weapon filters for aircraft:
, ~" a+ o, \5 R5 A! V5 hPM_NAVAL_ATTACK 2 // used for naval attacks: C6 c) n* D A2 ~2 w
PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
. Q9 G+ m" G3 M% Z6 A2 XPM_LAND_ATTACK 8 // used for land (ground) attack8 w5 ?3 u( k% S8 l. H: ?
PM_PORT_ATTACK 16 // used for port attack7 ?+ C. e* o3 t- y1 M3 V* W
PM_AF_ATTACK 32 // used for AF attack
3 S. V& O5 `6 `; {. X8 A/ c# tDropped any reference to secondary values for land and AF as they served no special use.
5 x! [2 j6 p9 ]5 |" q: HClarification changes; U# w9 F( Q: R1 g. e" R* r' p1 a
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
; M$ `9 q# |1 C" F) e$ Ibases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
# Z% H. ^* v( Z% \0 Q( ~1 l( bMONGOLIA(91) or TANNU_TUVA(92).
- U- [4 W9 q' d$ b1 h& Z6 G8 Ca. Allied non-Soviet groups can't transfer to Soviet Motherland bases
2 e) y* y: \, i' Z5 F4 J3 ub. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' D! c& b# G+ O2 U+ ]' ~" lc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases5 g2 Z! o; D: G4 C5 v% m9 R
after Soviets are activated, but can’t move. w9 S# G; @+ G7 M2 h- E+ H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
9 v5 p7 q- L. m) Ldisbanded in port.- U+ u$ O% A4 w( d! N7 G+ G
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 v s% H( D5 k6 I$ g' {
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |